67368020f2949

67368020f38c6
20 Guests are here.
 

67368020f409fZylonBane

67368020f410b
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

6736802100146System Shocked

67368021001a2
It's exactly the same but with a white light surface instead of grey.

If that doesn't satisfy your curiosity, it'd take you like 60 seconds to download it and try it.

I'm a noob (except for the downloading part). How would I be able to do that?
« Last Edit: 14. July 2014, 23:11:14 by System Shocked »

67368021005caSystem Shocked

6736802100620
The yellow wedge lights don't bother me, since the light from them actually is pretty dim. The yellow hanging lights do though, because they're transparent (unlike their white versions).

For consistency, shouldn't all same model/type lights have the same attributes, appearance/lighting characteristics wise?

673680210077avoodoo47

67368021007ca
by downloading the attachment and dropping it into DataPermMods, DataTempMods, or any mod folder under obj.

673680210087bSystem Shocked

67368021008c8
I thought these new .bin files were being posted because Olfred had to rework them in some way in order to fix a problem.

Thanks, much obliged.
6736802100b7c
No, sometimes ZylonBane fixes minor things himself. Not everything is a request. 

6736802100c23voodoo47

6736802100c6f
was playing with the latest conduit parts (from v08), and while they seem to work reasonably well after the dml fix, I still think a 1:1 replacement would be preferable.
6736802100d55
1:1 is not viable because the original model is just too small.
And it was bugging out on the physdim already anyway.
Acknowledged by: voodoo47

6736802100fb6voodoo47

6736802100fdb
Here's a version of the wedge wall light (-978) modified so the "light" surface is full white, instead of the dull grey in the default model. Now it matches all the other white light models.
unless I'm mistaken, you have used the old, unfixed model with missing back side. the fixed one is here.

also, attaching three SHTUP models that need the same treatment as their orig equivalents - lights missing back sides, bulk switch the same.
« Last Edit: 20. July 2014, 20:45:13 by voodoo47 »

67368021010afZylonBane

67368021010fe
Oops, yeah, I did. Probably best to make the change properly in Blender than to run the upgraded model through bintoe/bsp.

6736802101188voodoo47

67368021011d3
well then, Olfred, would you kindly.
67368021012ba
What's so special about the SHTUP models that they can't use the original ones?

673680210136fvoodoo47

67368021013bf
SHTUP enhances some of the obj textures, and the modified models are required to load them properly. for example, the orig wedge light has only a single color glass, while the SHTUP model uses a full texture.

673680210145bZylonBane

67368021014a8
The original wedge light uses a texture. It's just a solid-colored one.
673680210159e
Here are the light models.

I didn't saw any difference on the shtup bulkdown so I left it out.

67368021017a7voodoo47

67368021017f5
difference on the shtup bulkdown
no idea what difference between the orig and SHTUP bulkdown is, ZB would have to answer that.

67368021018c6ZylonBane

673680210191a
Hey Olfred, if you have some spare time, could you run a 16 x 16 surface subdivision on these models? It's just a couple of one-sided flats that I'd like to improve the lighting on. I know we tried this before with the teeth, but these objects don't move, and the exporter has gotten a lot better since then, so I figure it's worth another shot.

[qbr_walls.7z expired]
6736802101a14
I also exported a new gizzard some while ago.
Did you ever tested that out?

6736802101b65ZylonBane

6736802101bb4
Just tried the updated gizzard. Still looks weird. I wouldn't worry about that one anymore, it's basically the worst-case scenario for this sort of thing-- an all-white object, in motion, with a bright light very close to its surface.

The QBR walls, on the other hand, are nearly a best-case scenario-- stationary objects, with dim light distant from the surface. Check it out:



The lighting is nearly indistinguishable from a lightmapped terrain surface. It even looks good when you go inside and look around. The visual artifact when shaded polygons cross a screen edge isn't noticeable at all, due to the minimal brightness changes across the surface.

So, success!  :thumb:
6736802101c8e
Sadly it's still lighted a tad differently.
Like a blueish tint.

6736802101d13ZylonBane

6736802101d5d
The last shot is from a different map.
6736802101e3b
Yeah, I know.
I was referring to the fact that you can clearly see that objects are lighted differently.

6736802101edfZylonBane

6736802101f29
If you're just comparing the two object screenshots, then I'm not sure what you're lamenting. There's some blue on the back wall in both shots. That's because there's a blue light shining into the QBR booth.
673680210200b
I'm comparing the object with the brush wall.

Your name:
This box must be left blank:

How can you challenge a perfect, _____ machine? (Fill in the missing word):
20 Guests are here.
Oooh, ahhh, that's how it always starts. Then later there's running and screaming
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6736802105794